On October 15 2010 04:38 desrow wrote:
anybody can play right now T_T ?
anybody can play right now T_T ?
No one can play atm, im sure blizz is fixing though
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NostalgiaTag
Canada508 Posts
On October 15 2010 04:38 desrow wrote: anybody can play right now T_T ? No one can play atm, im sure blizz is fixing though | ||
Nightfall.589
Canada766 Posts
On October 15 2010 04:36 Yaotzin wrote: Show nested quote + On October 15 2010 04:33 Zelniq wrote: + Show Spoiler [dont read this if you are a top terran] + not only are fast raxes still possible and dangerous, so are proxy raxes. you can still reaper bunker rush a zerg who may foolishly believe their hatch first plays are safe :D Poor Terrans will have to learn all the tricks everyone else already learned when it comes to proxies! Let me remind you that a Barracks without an add-on operates at ~60% efficiency compared to a Gateway. Think about that for a minute. Then think why Gateways requiring Pylons does not stop Protoss proxies. | ||
Onioncookie
Germany624 Posts
On October 15 2010 04:34 Chocobo wrote: I must be misunderstanding something. Can someone tell me why this voidray nerf is significant? Sure, they do less damage at charge level 2... but aren't they doing the same amount when fully charged (level 3)? The speed upgrade I can understand, but why are people acting like voidrays are getting an enormous nerf here? BTW 7 rax reaper simply needed to go. It was uncounterable at all but the very highest levels and is just an example of bad gameplay. In beta (not sure) there was 3 levels of charging they changed it to two ... maybe u didnt notice | ||
desRow
Canada2654 Posts
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DragoonPK
3259 Posts
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Zelniq
United States7166 Posts
On October 15 2010 04:38 Madkipz wrote: Show nested quote + On October 15 2010 04:33 Zelniq wrote: + Show Spoiler [dont read this if you are a top terran] + not only are fast raxes still possible and dangerous, so are proxy raxes. you can still reaper bunker rush a zerg who may foolishly believe their hatch first plays are safe this is as safe as you can get though, terran proxy rax wont be that deadly if you scout it xD sure it will, it puts the zerg behind quite a bit and terran can easily follow it up with factory in his base + float his rax away talking even just marine from proxy, though you actually dont even need to proxy to do this on most maps | ||
MrCon
France29748 Posts
On October 15 2010 04:36 Yaotzin wrote: Show nested quote + On October 15 2010 04:33 Zelniq wrote: + Show Spoiler [dont read this if you are a top terran] + not only are fast raxes still possible and dangerous, so are proxy raxes. you can still reaper bunker rush a zerg who may foolishly believe their hatch first plays are safe :D Poor Terrans will have to learn all the tricks everyone else already learned when it comes to proxies! No. The races where designed like that. Such a fondamental change is just bad, I feel sorry for you and your post that shows such starcraft ignorance. The supply change is not really a nerf, it's a cut in creativity to fix a 4vs4 problem. That's sad people just make those 'lololol good a terran nerf good for them hehehe' post and don't see past their hapiness to see a race they don't play being nerfed. | ||
shindigs
United States4795 Posts
On October 15 2010 04:38 Sobba wrote: I think blizzard are making too big changes. They need to make small shifts and see the impact. If its not enough then make another small shift in a month. The last patch was good with a small increase in build time. They've been applying this mentality for the past few patches. I think this huge WTF ness is a nice change of pace and style. | ||
LiquidOreo
1 Post
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Chocobo
United States1108 Posts
On October 15 2010 04:38 Lovedrop wrote: Just to clarify: In terms of damage, the VR only has 2 stages. In terms of graphics however, The VR is shown to have 3 stages: the initial, the slightly larger beam, and the final charged PLOWTHROUGHSHIT beam. The initial beam and the slightly larger beam offers no difference in damage as is for cosmetics effects (for you to know you been chargin' ur lazorz), and the last one is obvious as the beam gets incredibly large and decimates your buildings. Ahhh, thank you very much. The graphics distracted me from how it actually works. Wow that was a brutal void ray nerf then... I can't imagine they'll stay in their current state very long. I can almost guarantee a future patch will restore some of their damage, unless they want the VR to truly become the Scout of SC2. | ||
nam nam
Sweden4672 Posts
On October 15 2010 04:40 desrow wrote: I can't understand why people keep saying good bye to reapers OFC they wont be the same unit but you can make 3-4 late game to harass expo's they still fuck up any unguarded base, even better than a drop (given they have speed upgrade) Or you can just drop marauders. | ||
SmoKim
Denmark10301 Posts
On October 15 2010 04:41 DragoonPK wrote: Is Europe patching yet? I seem to still be able to log in to bnet. with our luck we will get it tomorrow | ||
bokeevboke
Singapore1674 Posts
On October 15 2010 04:40 gakkgakk wrote: Will mech tvp be viable now? Don't think so. Immortals hardcounter every factory unit. | ||
Zelniq
United States7166 Posts
On October 15 2010 04:41 LiquidOreo wrote: They patch this game way to fast....Before I can even get use to the changes there all ready changed...that's the problem they have....just give people time to figure out how to play save a ton of time... youre the minority in that | ||
tibberous
United States45 Posts
On October 15 2010 04:34 Darksoldierr wrote: I dont get it, why they just dont nerf marauder dmg to buildings instead of incracing the hp of everything :\ I don't see how lowering marauders damage to buildings could do anything but improve the game. I like that they changed void rays, but would have rather seen the mechanic reworked, rather than nerfing them out of existence. The one thing they did do was keep Terran honest in having to get marines to go along with their marauder army. | ||
rigelq
United States230 Posts
-Energy bar removed. -250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched). Corruptor -Energy bar removed. -Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable). Omg thank you thank you thank you thank you! so freaking silly that these abilities should require energy. Overall I would say pretty good patch - one thing I would have liked to see was hydralisk going from "light" armor to no armor type, but that might have been pretty OP combined with the roach buff. | ||
Hawker
United States35 Posts
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Muey
Finland149 Posts
On October 15 2010 03:58 klauz619 wrote: 45dps for a 3 food unit is rather excessive. How would 40 DPS on a 2 food 100/25 unit sound to you? Imba? Good? Ridiculous? Awesome? | ||
LimeNade
United States2125 Posts
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Tabbris
Bangladesh2839 Posts
On October 15 2010 04:37 Raiznhell wrote: i can see some sense in the depot before rax thing because i have this friend who literally does nothing but go 9 barracks starts pumping out marines and adds 2 more rax and just marine rushes and he seems to win almost every game he plays and it kinda pisses me off cuz i like the good old natural builds that lead into long economic games. My god so many lower leagues are having problems with mass marines lol | ||
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